I’ve been noodling over the “GURPS for One-Shots” I’m putting together (mentioned here), and thought I’d post what I’m hoping to include. The goal is to pull together ideas from all the below posts to synthesize for myself a baseline, super-simple version of GURPS — from very brief character creation to running and ending the game — that I can use for convention games moving forward.
Let me know if you have any favorites I missed or suggestions for things to cover!
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Look into the one-sheet Savage Worlds adventures. They have concise adventures that we’d be well to emulate.
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This is what I need GURPS to be. Simple, playable, flexible. It’s though getting players onboard (and committing as a GM) when there are so many rules bits to sort through before having a playable instance of GURPS. Having all of GURPS to draw on is a tremendous boon for a long campaign, but it’s also time-consuming if you’re looking for a quick intro or just a one-time thing.
I’ll be watching this series closely!
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I’ve used all sorts of sources for my convention games – which are one shots. I have tried to keep the characters as simple as possible. Last year I started highlighting traits.
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